Your strands glow with a soft light, producing bright light out to 10 feet, and another 10 feet of dim light outwards. You can adjust the amount of light produced from half to double the radius.
When you cast this spell, roll [roll]1d4[/roll] (1d4). Based on the result that you rolled, the light is one of the following colors, with an associated effect. If you worship Eilistraee, you may instead choose the color. When you cast this spell, or as an action on a later turn, you may cast the following;
(1) Blue-White.
You can make a melee spell attack against a creature; on a hit, the creature takes 2d8 cold damage and must succeed on a Dexterity saving throw or be Restrained until the spell ends. A creature Restrained by the strands can use an action to make a Strength check against your spell save DC once on it's turn. On a success, it frees itself and the spell ends early.
(2) Yellow-White.
You can make a melee spell attack against a target; on a hit, the target and each creature in a 15-foot length and width (60 degrees) cone behind the original target must make a Dexterity saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. After you cast this effect the spell ends.
(3) Red-White.
You can touch one willing creature, the creature regains 2d8 hit points as the strands wrap themselves around the object to restore it. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. After you cast this effect the spell ends.
(4) Silver.
The strands form a tiny orb of light. You can use an action to move the light up to 30 feet in any direction. The light produces bright light out to 20 feet, and another 20 feet of dim light outwards. When a creature enters under the light in a 5-foot-radius for the first time on a turn or if it starts its turn there, it is engulfed in Eilistraee's Moonfire, and it must make a Constitution saving throw. It takes 2d8 cold damage on a failed save, or half as much damage on a successful one. If the light is more than 120 feet away from you, the spell ends early. At the start of your turn you must make a concentration saving throw, or the spell ends early.
At Higher Levels. If you expend a spell slot with a higher level than 2nd for this spell, then you increase the damage or healing by 1d8 for each level above 2nd. The maximum radius of light also increases by 5 feet of bright light and 5 feet of dim light for each level above 2nd.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/26/2024 6:30:46 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
6/26/2024 1:05:36 AM
|
6
|
0
|
1.1
|
Coming Soon
|
Comments